Call for Papers
*** THE PROCEEDINGS ARE AVAILABLE HERE ***
Digital age requires end-user development and new design environments which are key components of Cultures of participation. Cultures of participation are oriented towards providing end users with the means to actively participate in problems that are personally meaningfully to them . An overall aim of cultures of participation is to apply collective knowledge to address major problems that our societies are facing today. Although cultures of participation are not a novelty at this point, their maturity is still far away. On the one hand, there exist relevant problem-solving activities in which cultures of participation have been barely supported; on the other hand, in those domains in which cultures of participation are a reality, e.g. OSS development or Wiki-based environments, it is possible to identify a set of weaknesses, such as accumulation of irrelevant information, lack of coherent voices, or under/over consideration of some aspects of the problem (as an example, usability aspects in free software) to be solved, that hampers the achievement of suitable solutions. Therefore, a fundamental challenge for supporting cultures of participation should be to conceptualize and create socio-technical environments that not only support participation but also promise quality solutions and valuable contributions oriented to achieve common goals.
The rapid development of the Internet, mobile computing, as well as the capabilities for global and unique identification of objects, makes it possible to sense, identify, locate, and connect people, machines, devices, equipment and other resources. In this context, COPDA workshop (Cultures of Participation in the Digital Age) aims to gather people to address work-in-progress and to study new capabilities for bringing forth emerging concepts such as the Internet of Things (IoT), the Web of Things (WoT), and Learning Communities (LC), whereby distributed collaboration and learning can take place from anywhere and anytime.
The IoT/WoT, People and Information Systems forms a new world emerging by coupling and empowering human participation in the social sphere, information systems in the digital world, and things in the physical domain. It is a holistic vision of the on-going evolution of IoT/WoT era which not only contains the connectivity to communicate with things, but also human activities in social context and information systems.
The notion of Digital age is currently bringing about a transformation of human life style, habits, organizational activities and architecture, culture and globalization in the new IoT/WoT age. In turn, services and applications from IoT/WoT must continuously evolve with the social world in order to meet human and organizational requirements. Socio-technical systems’ concern relies on how social requirements can be met by new technology design. It is essential to understand usability, user experience (UX) and sociability of new technologies to avoid the socio-technical gap that may occur.
The purpose of the workshop is to explore how to integrate things, information systems and mainly people (through their participation) for supporting cultures of participation in different domains (working, learning, and living). This includes topics such as (included but no limited to):
- Cultures of participation theory, concepts, methods and techniques, and their practical applications;
- Cultures of participation motivated approaches to information systems;
- Tools supporting cultures of participation;
- Pragmatic web and context-aware approaches and applications;
- Levels of end-users participation (e.g. consumers, contributors, collaborators, conductors, etc.) in designing interactive systems;
- Techniques and methods supporting activities of cultures of participation;
- Methodologies for information systems and social participation design and implementation;
- Web of Things, People and Information Systems: theory, methods, and techniques for design and applications;
- Semantic and Semiotic engineering in web of things, people and information systems;
- Human-things interaction models and paradigms;
- Impacts of Cultures of participation on business, organizations, health, and education
- Socio-technical environment for the integration of Web of Things and traditional information systems;
- Cultures of participation for fostering collaborative problem-solving activities;
- Cooperative aspects in cultures of participation;
- Empirical studies of people interacting in Cultures of participation (e.g. working, learning and living);
- Models and methodologies fostering collective intelligence and citizen science.
The 2nd International Workshop on Cultures of Participation in the Digital Age event follows on the footsteps of the successful 1st edition held in conjunction with the International Symposium on End User Development (IS-EUD), IT University of Copenhagen, Denmark on last June 10, 2013. The first edition of the workshop attracted 22 participants presenting 12 different views (extended abstracts) on Cultures of Participation. One of the main outcomes of the workshop has been a special issue of the IxD&A Journal on “Culture of Participation in the Digital Age Empowering - End Users to Improve their Quality of Life”, Issue N. 18, Autumn 2013, Eds. David Díez Cebollero, Anders Mørch, Antonio Piccinno, Stefano Valtolina.
KEYWORDS: Cultures of participation, Internet of Things, End-User Development, Socio-technical systems, Eco-systems, Collaborative work, Meta-design, Collective intelligence, Citizen science, CSCW